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Publishing 1
All the Families:
The Making of Animation Throwdown
Peter Eykemans
Senior Lead Producer, Kongregate Publishing
Katrina Wolfe
Studio Operations Manager, Kongregate 1st Party
Publishing 22
Kongregate
Web Platform
100,000+ Uploaded Games
PC Platform
Kartridge open beta in 2018
F2P Publisher
50+ Games
170M+ Downloads
Premium Publisher
Mobile, Steam, and Consoles
Publishing 3
Publishing 4
The Original Pitch
D1: 60%
D7: 40%
D30: 20%
ARPDAU: $0.85
ARPPU: $40
Buyer %: 3%
+ = Amazing
LTVs!
Publishing 5
Little
Alchemist
Tyrant Unleashed
Publishing 6
=
=
=
Production, Initial Design, Art, QA,
Approvals, IP Relationship
Retention, UI/UX, Client
Monetization, Events, Live-Servicing,
Server
The Roles
Publishing 7
3 very independent shops, not setup for coordinated development
● Synapse
●Monetization Experts
●Prototype and playtest-fast style
●Chicago, IL
● Chinzilla
●Retention Experts
●Thorough upfront design
●San Mateo, CA
● Kongregate
●Publisher
●San Francisco, CA
Structure
Publishing 8
Structure
● Overhead
● Meetings.
●Meetings about Meetings.
● Organization
● No consistent tracking system / experience with common systems
●Small shop development successful thus far
Publishing 9
Lessons about Structure
● Play to everyone’s strengths
● Pick tasking and get everyone on board
● Train if necessary
● Lots of overhead can be okay
● Learn from each other
Publishing 10
The Schedule
● End of 2014 - Initial pitch and kickoff.
● 2015 - Continued design and development
● Content creation
● November 2015 - Original launch date
● May 2016 - Test markets
● September 15, 2016 - Global launch
Publishing 11
Development
● Part-time contributors
● Design by democracy
● No consistent vision holder
● Design shifts required as project came together
● New to working with IP
● Content creation
● IP expectations
Publishing 12
Publishing 13
Publishing 14
Lessons from Development
● Prepare for Staffing
● Ensure as much full time support as you can
● Budget & time contingent
● Approvals = time
● Content = time
● Everyone makes mistakes
● Get everyone in the same place often
● Clear Creative Head
● Get input from the experts, but need
a single point of final decision making
● Not a reskin, plan for evolving features
Publishing 15
Working with IP (or five)
● Development Vision vs. IP Vision
Publishing 16
Lessons from working with IP
● It’s your game
● Your vision got this process started
● Respect the brand
● They have great ideas!
● But...it’s your game
● Find the balance
vs.
Publishing 17
Test Markets
● Standard Testing and revisions
● Difficulty balancing, checking win rates
● Research Timer AB Test
● How much time is right?
● Even Little Alchemist never tested it
● Statistically significant test ended after launch
● Follow the fun
Publishing 18
Publishing 19
Publishing 20
So how did it go?
(
)
+
x
Publishing 21
Key Takeaways
● Making games is hard
● Dedicated people can make great things happen
● Identify and play to your strengths
● Overhead can be okay if it saves development confusion later
● Pairing up features from different games requires evolution
● Get everyone in the same physical room as often as possible
● Trust your vision
Publishing 2222
Thank you
Peter Eykemans
@peykemans
Katrina Wolfe
@emeraldmist
@KongregateDevs
blog.kongregate.com

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All the Families: The Making of Animation Throwdown (GDC 2018)

  • 1. Publishing 1 All the Families: The Making of Animation Throwdown Peter Eykemans Senior Lead Producer, Kongregate Publishing Katrina Wolfe Studio Operations Manager, Kongregate 1st Party
  • 2. Publishing 22 Kongregate Web Platform 100,000+ Uploaded Games PC Platform Kartridge open beta in 2018 F2P Publisher 50+ Games 170M+ Downloads Premium Publisher Mobile, Steam, and Consoles
  • 4. Publishing 4 The Original Pitch D1: 60% D7: 40% D30: 20% ARPDAU: $0.85 ARPPU: $40 Buyer %: 3% + = Amazing LTVs!
  • 6. Publishing 6 = = = Production, Initial Design, Art, QA, Approvals, IP Relationship Retention, UI/UX, Client Monetization, Events, Live-Servicing, Server The Roles
  • 7. Publishing 7 3 very independent shops, not setup for coordinated development ● Synapse ●Monetization Experts ●Prototype and playtest-fast style ●Chicago, IL ● Chinzilla ●Retention Experts ●Thorough upfront design ●San Mateo, CA ● Kongregate ●Publisher ●San Francisco, CA Structure
  • 8. Publishing 8 Structure ● Overhead ● Meetings. ●Meetings about Meetings. ● Organization ● No consistent tracking system / experience with common systems ●Small shop development successful thus far
  • 9. Publishing 9 Lessons about Structure ● Play to everyone’s strengths ● Pick tasking and get everyone on board ● Train if necessary ● Lots of overhead can be okay ● Learn from each other
  • 10. Publishing 10 The Schedule ● End of 2014 - Initial pitch and kickoff. ● 2015 - Continued design and development ● Content creation ● November 2015 - Original launch date ● May 2016 - Test markets ● September 15, 2016 - Global launch
  • 11. Publishing 11 Development ● Part-time contributors ● Design by democracy ● No consistent vision holder ● Design shifts required as project came together ● New to working with IP ● Content creation ● IP expectations
  • 14. Publishing 14 Lessons from Development ● Prepare for Staffing ● Ensure as much full time support as you can ● Budget & time contingent ● Approvals = time ● Content = time ● Everyone makes mistakes ● Get everyone in the same place often ● Clear Creative Head ● Get input from the experts, but need a single point of final decision making ● Not a reskin, plan for evolving features
  • 15. Publishing 15 Working with IP (or five) ● Development Vision vs. IP Vision
  • 16. Publishing 16 Lessons from working with IP ● It’s your game ● Your vision got this process started ● Respect the brand ● They have great ideas! ● But...it’s your game ● Find the balance vs.
  • 17. Publishing 17 Test Markets ● Standard Testing and revisions ● Difficulty balancing, checking win rates ● Research Timer AB Test ● How much time is right? ● Even Little Alchemist never tested it ● Statistically significant test ended after launch ● Follow the fun
  • 20. Publishing 20 So how did it go? ( ) + x
  • 21. Publishing 21 Key Takeaways ● Making games is hard ● Dedicated people can make great things happen ● Identify and play to your strengths ● Overhead can be okay if it saves development confusion later ● Pairing up features from different games requires evolution ● Get everyone in the same physical room as often as possible ● Trust your vision
  • 22. Publishing 2222 Thank you Peter Eykemans @peykemans Katrina Wolfe @emeraldmist @KongregateDevs blog.kongregate.com